I agree it doesn't appear you contribute in any useful waycoffee-factorio wrote: Wed Jul 29, 2026 11:47 pm I'm not seeing a conversation I should be involved with.
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- Fri Jul 31, 2026 3:12 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
- Fri Jul 31, 2026 12:09 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
Come up with beautiful recipes with logical and sensible ingredients.
I wonder who can judge what is sensible there, and i think that's funny because thermoplastic , basically liquid that are molded in solid form would actually be more logical and sensible than using steel or copper for LOW ...
- Thu Jul 30, 2026 7:49 pm
- Forum: Off topic
- Topic: A1 sl0p!? + Factorio = Quantum Survival?
- Replies: 49
- Views: 3293
Re: AI slop!? + Factorio = Quantum Survival?
You don't want to know what inspired programmable speaker to appear : )
I do want to know now lol ! I have always assumed it was to make automated music, but there was no AI back then x).
the track sounds oddly familiar, but i can't pinpoint an exact game. Is it an AI track somehow ? Like ...
- Thu Jul 30, 2026 3:58 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
You seem to confuse what need a prototype change / receipe change, and what need more rework, the idea of using molten plastic is that you then can't transfer the quality of the solid plastic to the LDS, you can use lava for copper and iron/steel , that doesn't change, you just don't get it ...
- Thu Jul 30, 2026 2:07 pm
- Forum: Off topic
- Topic: A1 sl0p!? + Factorio = Quantum Survival?
- Replies: 49
- Views: 3293
Re: AI slop!? + Factorio = Quantum Survival?
AI-powered tilted hegaxonal grid !
tilted hexagonal grid.png
The image is quite bad for the time it took , but it's actually some short JS code ! Short enough to give it all to the AI before asking for click detection in another script , and then the rules :)
plz don't remove i saw ...
tilted hexagonal grid.png
The image is quite bad for the time it took , but it's actually some short JS code ! Short enough to give it all to the AI before asking for click detection in another script , and then the rules :)
plz don't remove i saw ...
- Thu Jul 30, 2026 1:12 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
have you thought of molten platic instead of solid plastic in the LDS casting receipe ? Cuz to me it doesn't appear that you need to rewrite the whole engine just to change the ingredient of the one receipe.
This is clearly a question for the developers, not me. You should also reread the FFF ...
- Wed Jul 29, 2026 6:27 am
- Forum: General discussion
- Topic: No change to Quality Science in 2.1 ?
- Replies: 5
- Views: 1229
Re: No change to Quality Science in 2.1 ?
However, for quality science, this rule doesn't apply. The maximum tier of all-legendary-science isn't the best you can get in the game, since it is inferior to lower qualities due to extraordinary resource consumption. You need to find a balance between resource consumption and science research ...
- Wed Jul 29, 2026 5:48 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
I said as much already. I have neither built a space casino nor a fluid voider. But I have read both the descriptions of casino and voider and
A) my guess is that I would have had a passable chance to discover the space casino by myself if I hadn't read about it, which is not the case for the ...
- Mon Jul 27, 2026 7:19 am
- Forum: General discussion
- Topic: No change to Quality Science in 2.1 ?
- Replies: 5
- Views: 1229
Re: No change to Quality Science in 2.1 ?
Here are examples of other uncommon science, blue purple and yellow that weren't changed with 2.1 : https://www.youtube.com/watch?v=gikrR2Xuvvs&t=689s
The space science was using space casino, though, so it is no longer usable in 2.1.
I think some players may have the same hopes for "quality ...
The space science was using space casino, though, so it is no longer usable in 2.1.
I think some players may have the same hopes for "quality ...
- Sun Jul 26, 2026 9:22 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
The stated intent was that the system was to be easy to learn and hard to master and very exciting. I find that's in line with what has been delivered.
Yeah, but also you didn't know the fluid voider was used for quality. When to me it appears on the contrary that it is now in most guide and ...
- Sun Jul 26, 2026 6:50 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
There is no need for me to explain anything, the video was made by some popular youtuber that are good at that, if you think it's unrelated , it's your opinion, it's fine
I was saying that in tutorials and guides currently for quality you can see fluid voider and LDS shuffle and simple upcycler ...
I was saying that in tutorials and guides currently for quality you can see fluid voider and LDS shuffle and simple upcycler ...
- Sun Jul 26, 2026 5:30 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
A fluid voider has nothing to do with quality. That's uhm. Completely unrelated. You left your LLM on and uh... it's not that I have to hate on that it's just that Gemini gives better summaries.
Chill dude here is what you missed , fluid voider for quality stone => https://www.youtube.com/watch ...
- Sun Jul 26, 2026 4:21 pm
- Forum: Resolved for the next release
- Topic: [2.1.12] Blueprint requests parameter confirmation after removing parameterized buildings
- Replies: 2
- Views: 279
Re: [2.1.12] Blueprint requests parameter confirmation after removing parameterized buildings
This is weird indeed. You can parameterized train signals, i thought it may have been that, but it doesn't appear to be the case here, and when you do so, you can remove the parameter when editing the blueprint anyway
- Sun Jul 26, 2026 3:50 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
It appears from the tone of your message that you are venting some kind of personnal frustration that has nothing to do with the space casino or the game at all, it's not worth answering in details, i suggest you take some rest if the discussion is tiresome.
Factually, you couldn't really side-step ...
Factually, you couldn't really side-step ...
- Sun Jul 26, 2026 12:31 pm
- Forum: Gameplay Help
- Topic: Decider combinator GUI showing mismatched input/ouput
- Replies: 2
- Views: 282
Re: [2.1.12] Decider combinator GUI showing mismatched input/ouput
This is how combinator works, if you use the /editor to pause the game, you can more precisely control time flow, the game update circuit values at most 60 times per second, every tick, and it takes 1 tick for the value in the input of a combinator to pass through the output. The mismatch you see is ...
- Sun Jul 26, 2026 12:24 pm
- Forum: Off topic
- Topic: A1 sl0p!? + Factorio = Quantum Survival?
- Replies: 49
- Views: 3293
Re: AI slop!? + Factorio = Quantum Survival?
Any rules invoked ?
- Sun Jul 26, 2026 10:01 am
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
The developers considered voiding with a drop belt to be such a necessary skill it's packaged in the games tutorials.
Necessary for what ? duuuuh Anyway that's not how it works, look devs also put tutorials for power switch. Following your reasonning it would means that using power switch is ...
- Sat Jul 25, 2026 5:16 pm
- Forum: Releases
- Topic: Version 2.1.7
- Replies: 292
- Views: 175326
Re: Version 2.1.7
All the interplanetary spaceships I have currently built have a drop belt. I would assume using a drop belt makes it easier to design a small spaceship for reaching the first planets because you need less asteroid collectors when they are unfiltered.
I think for some part it's much more ...
- Fri Jul 24, 2026 7:13 pm
- Forum: Gameplay Help
- Topic: Help on rail signals on this 73 TPM crossing
- Replies: 9
- Views: 833
Re: Help on rail signals on this 73 TPM crossing
Thanks everyone for posting, i did testings with every suggestion and somehow, most decreased the throughput. Like those signals when 3 merge into one, when i replace with rail signals, it effectively reduce the throughput because now trains enter and stop inside the roundabout. That's why it's so ...
- Fri Jul 24, 2026 6:47 pm
- Forum: Ideas and Suggestions
- Topic: Keybind to auto-request temporary items to personal inventory
- Replies: 18
- Views: 1183
Re: Keybind to auto-request temporary items to personal inventory
I would be fine with a definitive answer. I never expected the suggestion to be implemented since most suggestions are not used, it is a wish list kind of thing
Maybe it's something some devs have considered negatively, but none saw a point in saying a firm no, when it may turn out to be ...